Fallout 4

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kitcat81

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kitcat81

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About this mod

A gun that clones any NPC and turns the clone into a fully functional voiced settler or companion. Also supports super mutant and animal cloning. Requires F4SE.

Requirements
Permissions and credits
Changelogs
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This is an experimental  prototype. By this I mean  that  I might  change some things in the mod later. I was not  really sure what category  fits the mod  better (weapons? NPC? Settlement? God items? )  and if it's lore friendly or  not.  Your suggestions about this and possible  improvements are welcome. 

Version 1.7.2 Added a few items to keep clones busy. A silt bean  relaxation marker for  "friend" settlers (animals and creatures),  so they don't  invade  houses  (decorations - misc). A universal guard  mat  that works for any assignable clones (defence - guard posts) and super mutant cooking station and bench.
Version 1.7.1 Fixed a minor problem with outfit copies.
Version 1.7 Warning!  The version has many technical changes. While it  might still work  when installed as an update for old versions, I recommend to install it for a new playthrough. Unfortunately, I have lost  my old  game saves and mod versions and  it  became problematic to test. Installing as an update  for older version at your own risk,  make a hard save before doing this.  
What's  new. 

*Added fixes that are supposed to  make the mod work better and prevent some issues:
Changes were made for all the existing settler type actors. Human, ghoul, gen 2 and 3 synth,  super mutant and dog  settlers  should  be immune to the race change glitch now.
The diffuser modification  is set  to clone only one NPC per shot (the game could not handle  cloning  a bunch of actors at once  very well),  but still  allows to clone yourself.  
*Clones should not  stuck anywhere in the Commonwealth any more and  will appear at the destination point  much faster.
New items:  
Added new Alien Blaster mod  -  DNA modifier( Weapon workbench -> scopes).  The scope allows to  repair and modify  the DNA of  pre-placed rotten  bodies and   to clone  more  different  animals and  creatures.  Animals and creatures  don't count for population and  can't be assigned  to work,  but can be used to add some life to a settlement.
*The DNA  detector  highlights all  actors that  have  intact  DNA and can be cloned without using the modifier.
To clone a pre-placed corpse,  craft any of the  2  Alien DNA modifiers and  aim at the corpse  from close distance. In order for this option to show up,  keep your blaster reloaded.
Notes:
*Due to the imperfection of the technology,  the clones of rotten bodies might still look a little rotten and  dead and are suitable rather for a Halloween themed settlement. New animals and creatures  is  a bonus.  I wanted  to have those  cute  goats from the Nuka World roaming in my settlements.  They  might work less stable as humanoid  NPC, but should not cause anything  game breaking. The worst thing that can happen is them changing their look and turning  into some another animal.
  



What is the idea?
 I wanted to be able  to turn anyone into a fully functional settler and to make it  enough funny and easy to use.
As you know  there is a cloning  machine  for goats  in Nuka-World.  I imagine that there can  be some more advanced technologies in Alien's world. How  they  work?  I don`t know.  Though I also don't  know how  the  goat cloning machine works or how ghouls  stay alive  even  with a rotten brain. So  maybe  it's  a super speeded  clone growing with some nano-robot technologies  or  it`s  a  summoned being from the Black Lodge or some alternative dimension. Aliens know better.  But  in the context of  repopulating the Commonwealth ...some poor raider could be a  good guy in another life,  he  could be even a Minutman.

The mod requires  F4SE (but does not require to be updated after each F4SE update). 
When installing F4SE  you need to copy the Data folder that contains scripts and  merge it with your Data folder.
F4SE is required only for the process of cloning. Launching  the game in a usual way  is safe, though  you won't be able to clone anybody.

What the mod does:
T
he mod adds  weapon mods for Alien Blaster and  special ammo that turns the blaster into a portable cloning  device.  You can clone any NPC anywhere  in game including DLC locations and NPCs  and  send them to your settlements. All humanoid clones will  have usual vanilla dialogue options and one of the vanilla settlers' voices. To craft the mods and ammo you need to  find  some special Schematics. You'll  also get a holotape that allows to change some settings(Alien Cloning Device Override), alternatively  you can craft it in your chemistry lab.

Items
A list of items: an additional Alien Blaster,  ammo conversion mags,  biotech  ammo (chemlab), a barrel diffuser that allows to clone yourself by shooting at your imaginary feet,   DNA  modifier scopes (one with  night vision and another one with  intact DNA detector option),  a few relaxation furniture markers for dogs and mutant hounds (decorations -> miscellaneous), a holotape with  different settings and options  that allows to  turn clones into companions, to create frenzied hostile clones and other things.


How to start cloning:
For people who don't want  a total spoiler: 
You will  meet  a special encounter in the Commonwealth in the right  time and  place  but only  after reaching level 20.  Pay attention to  things  that might be related to aliens and  check them out. 

For others:

You will be able to get the Schematics and an additional  Blaster  after  the  mysterious UFO crash
(normally requires 20 level). There  are 2 possible scenarios:
1) Scenario 1 happens if you install the mod before the crash. You will meet the encounter after exploring the place. 
2) Scenario 2 happens if you install the mod after the crash. You can meet the encounter any time in the  Commonwealth. If you want to speed it up you can visit and search  the UFO crash  location  or go  and Wander in the Commonwealth Wilderness.
* In both cases the encounter will keep appearing from time to time until  you  complete the objective.
* Alternatively,  you can  cheat  and add the Alien Schematics by console commands.

After obtaining the knowledge you can craft the mods and start  your cloning spree. Each Blaster mod requires special ammo that can be found and crafted  in your Chemlab - Utility section.

What actors can be cloned?
T
he gun will affect  super mutants, all  kinds of dogs and  humanoid NPCs: humans, non feral ghouls, some human looking synths who  have some  intact DNA  in their body.  A new bonus option allows to  clone  most other animals, insects and feral creatures and turn them into  settlement friends. You can clone dead bodies too. Since 1.7 version  even  pre-placed  corpses can be cloned  with the DNA modifer.
You can use it on yourself  by shooting at your imaginary feet( use a Portable Cloning Device Diffuser barrel for it ).  You can  use  it on clones  to create their copies. The mod will  work for kids  additionally adding a trade option for them.

All clones are fully  functional. You can assign them to jobs, send to other settlements and trade with them. Human and  ghoul settlers can take part in vanilla radiant quests as settlement leaders and spokesmen. Super mutant and animal settlers will not  take part in radiant quests. 

Can it kill them?
O
nly if they have very low health.  Alien Blaster mods reduce damage of your weapon to just few points and  additionally heal any affected NPC.

Companions
( this is  Beta option,  minor bugs are possible).
* Any existing clone can be turned  into a follower by starting a dialogue with them. In order to do this,  set  'Allow  followers'  with  the  'Alien  Cloning  Device holotape (Configure - Followers - Allow Followers). You can always turn this option off and all clone followers  will be automatically dismissed.  Optionally,  you can  replace humanoid settlers with the 'Follower'  NPCs  who will level up with the player (Configure -Set spawn type). 
* The  number of followers is unlimited or  the limit  is unknown,  but too many followers can cause lags.
* The followers are considered player teammates. They don't take the companion slot and don't use the vanilla follower script of alias. This is independent follower system that works only for clones and should be compatible with other followers frameworks. 

Important notes: 
 1.  I can't  give a  guarantee that it will flawlessly work  for  NPC added by  mods, so  just to be safe  make a save before doing this.  If you clone such actors, I  recommend you to avoid uninstalling  the mod  with the original NPCs. Doing  such thing can lead to  CTD. 
 2.  After creating a clone  you will get an option to select a settlement. If you don't use the option, you can  get it  open again by starting a dialogue  with the settler. 
 3.  All clones created inside settlement borders will be automatically assigned to the workshop  until  the population  reaches  the cap  based on your Charisma.  I don`t recommend to spawn more than 30 - 35 NPC in the same location. Depending on your PC specs it can become laggy with  high number of actors in the loaded area.
 4.  If you don't assign  clones to any settlement, they will eventually go away. Leave the location  if you want it to clean up from  unassigned clones.
 5.  There is a small chance  to get a Minuteman  instead of usual settler.  Minutemen clones are pretty much the same as generic Minutemen settlers in the Castle. Usually they are higher level than usual settlers and are perfect  for guarding  your settlements. The chance can be turned off.
 6.  There is a small chance of  malfunction that allows you to meet some unique actors. You can turn  the chance off.
 7.  The mod allows you to trade with children, dogs and super mutant settlers when your weapon is sheathed and to start a usual dialogue when your weapon is drawn. You can customize this option or turn it off  with the Alien Cloning Device Override holotape.
 8.  You can rename these settlers  with  any renaming mod.
 9 .  You can create special dog places for vicious dogs and mutant hounds.  Find them under  Decorations -> Misc.
 10.  You can turn on and off  the  Follower system or just the recruitment dialogue . This option allows  to access  the original settler dialogue without dismissing your current followers.
11. It's not necessary to use the blaster from my mod. You can  use any other Alien blaster and turn it into a cloning device.
12. If, for some reason,  you want  original non settler character  to come and live in your settlements, check my "Magic Syringes "  mod. However,  it's impossible to turn random NPCs  into fully functional settlers without cloning them or editing all the records,  so functionally they will  be limited.   


Bugs or Known issues:
I
have not encountered any  serious  bugs  during my testing, but  there are some tips:
    * Settlers can change their outfit  while travelling to your settlement  or some time  later.  It's  just  the way some things work in this game. You can take it  as they just  decided to change their outfit ;).  It  can only happen if  you have not equipped  them  manually.  Manual equipping has the highest priority in game.
     *Super mutants clones and dogs will get  random  outfits  unless  you clone an actor who is wearing a unique outfit.
     *Dogs and  Supermutants can have problems pathing to some certain areas.  This is caused by their original race settings that forbid them to swim,  open doors or other important actions. Leaving the area so it  becomes unloaded can help them to path. Another and more reliable way is to take  them as your companions and  escort to the desired settlement.
If you find a bug, please  let me know about that.

Compatibility: 

The mod does not touch any vanilla files so in theory it should be compatible with any mod. I also recommend  to put  it  as high as possible in your load order. This is not  mandatory, but  it helps to avoid possible  issues with  compatibility and prevent pathing and behaviour issues.

Credits
Special thanks to Werr92 for voice acting.

Recommendations
 SuperMutantWorkshop  mod can be useful for super mutant settlers. They are completely functional and assignable to jobs.

My other mods

Settlement_Markers

Kitcat's Camping Gear
Magic Syringes
Simplistic Tent


Installation/Deinstallation
Install  with NMM  (or manually put files from the mod Data folder into your Data folder. Then add a line to your plugins.ini : *PortableCloningDevice.esp ) 
Uninstall with NMM (or manually remove imported files from Data folder and  delete the line from your plugins.ini)

Updating
Install  the update  with NMM  or  manually.  Load the  game,  make a save, load the new save. That's it.  If you have any problems  updating from some old versions, detaching and re-attaching  weapon mods or crafting new weapon mods should fix it.
If you have manually extracted any scripts from my mod archives to your game folders, please make sure they are removed from  Fallout4/Data/Scripts.
I  have  replaced some of the older scripts and  to prevent log  errors old scripts should not be there.
 
F4SE installation
Download the 7 zip archive, extract it somewhere.  Use the F4SE readme  to install  the base files. Then go to  the  folder where you extracted  the archive, find the Data folder inside,  open it and copy the "Scripts"  folder. Paste this folder into your Data folder (\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data). Agree to overwrite  if it asks you about it.  This does not really  overwrite any vanilla files, only old F4SE files if you have any.
Launch the game  with  F4SE loader  in your FO4 folder.